remove manual loading of NoteField::ComboStoppedCommand and use LoadAllCommands instead
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@@ -23,7 +23,6 @@
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static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
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static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
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static ThemeMetric<float> FADE_BEFORE_TARGETS_PERCENT( "NoteField", "FadeBeforeTargetsPercent" );
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static ThemeMetric<apActorCommands> COMBO_STOPPED_COMMAND( "NoteField", "ComboStoppedCommand" );
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static ThemeMetric<float> BAR_MEASURE_ALPHA( "NoteField", "BarMeasureAlpha" );
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static ThemeMetric<float> BAR_4TH_ALPHA( "NoteField", "Bar4thAlpha" );
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static ThemeMetric<float> BAR_8TH_ALPHA( "NoteField", "Bar8thAlpha" );
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@@ -56,8 +55,6 @@ NoteField::NoteField()
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m_iBeginMarker = m_iEndMarker = -1;
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m_fPercentFadeToFail = -1;
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this->AddCommand( "ComboStopped", COMBO_STOPPED_COMMAND );
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}
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NoteField::~NoteField()
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@@ -71,7 +71,7 @@ static Preference<float> m_fTimingWindowScale ( "TimingWindowScale", 1.0f );
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static Preference<float> m_fTimingWindowAdd ( "TimingWindowAdd", 0 );
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static Preference1D<float> m_fTimingWindowSeconds( TimingWindowSecondsInit, NUM_TimingWindow );
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static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
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Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 );
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Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 );
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@@ -128,6 +128,7 @@ Player::Player( NoteData &nd, bool bShowNoteField, bool bShowJudgment ) : m_Note
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if( bShowNoteField )
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{
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m_pNoteField = new NoteField;
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m_pNoteField->SetName( "NoteField" );
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}
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}
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@@ -345,7 +346,10 @@ void Player::Init(
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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if( m_pNoteField )
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{
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m_pNoteField->Init( m_pPlayerState, m_fNoteFieldHeight );
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ActorUtil::LoadAllCommands( *m_pNoteField, sType );
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}
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m_vbFretIsDown.resize( GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer );
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FOREACH( bool, m_vbFretIsDown, b )
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@@ -1421,7 +1425,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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/* AI will generate misses here. Don't handle a miss like a regular note because
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* we want the judgment animation to appear delayed. Instead, return early if
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* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
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* AI generated a miss, and let UpdateTapNotesMissedOlderThan() detect and handle the
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* misses. */
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if( score == TNS_Miss )
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return;
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@@ -1608,6 +1612,7 @@ done_checking_hopo:
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}
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}
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// TODO: Remove use of PlayerNumber
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PlayerNumber pn = pTN->pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : pTN->pn;
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m_LastTapNoteScore = score;
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if( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
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@@ -1645,6 +1650,7 @@ done_checking_hopo:
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{
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Message msg( "ScoreNone" );
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MESSAGEMAN->Broadcast( msg );
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}
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break;
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case ButtonType_Hopo:
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@@ -2031,6 +2037,7 @@ void Player::HandleTapRowScore( unsigned row )
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SendComboMessage( iOldCombo, iOldMissCombo );
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if( m_pPlayerStageStats && m_pCombo )
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{
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m_pCombo->SetCombo( iCurCombo, iCurMissCombo );
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